cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

__author__ = 'thoth'


import bpy
from mathutils import *


def adjust_handle_right(bpoint):
    bpoint.handle_right = bpoint.co * 2 - bpoint.handle_left


def set_handles(bpoint, dx, dy, dz):
    bpoint.handle_right = bpoint.co + Vector([dx,dy,dz])
    bpoint.handle_left = bpoint.co - Vector([dx,dy,dz])


def make_bezier_helix(name, radius, dz, cycle_count):

    curve = bpy.data.curves.new(name, 'CURVE')
    curve.dimensions = '3D'

    bez = curve.splines.new('BEZIER')

    after_helix = 4 * cycle_count
    final_length = after_helix +1
    bez.bezier_points.add(final_length - len(bez.bezier_points))

    for bp in bez.bezier_points:
        bp.handle_left_type = 'FREE'
        bp.handle_right_type = 'FREE'

    # this is a popular approximation of a circle
    handle_delta = radius * .552
    for i in range(cycle_count):
        bp0 = bez.bezier_points[i*4]
        x = radius
        y = 0
        z = (i)*dz
        bp0.co = (x,y,i*dz)
        set_handles(bp0, 0, handle_delta, dz/12)

        bp1 = bez.bezier_points[i*4+1]
        x = 0
        y = radius
        z = (i+0.25)*dz
        bp1.co = (x,y,z)
        set_handles(bp1, -handle_delta,0, dz/12)

        bp2 = bez.bezier_points[i*4+2]
        x = -radius
        y = 0
        z = (i+0.5)*dz
        bp2.co = (x,y,z)
        set_handles(bp2, 0, -handle_delta, dz/12)

        bp3 = bez.bezier_points[i*4+3]
        x = 0
        y = -radius
        z = (i+0.75)*dz
        bp3.co = (x,y,z)
        set_handles(bp3, handle_delta,0, dz/12)

    bp = bez.bezier_points[after_helix]
    x=100
    y = -radius
    z = dz*(cycle_count -0.25) + x/(handle_delta) * dz/12
    bp.co = (x,y,z)
    set_handles(bp, handle_delta, 0, dz/12)

    return curve

def mission1(scn, radius, dz, cycle_count):
    name = "helix"
    obj = bpy.data.objects.get(name)
    curve = make_bezier_helix(name, radius, dz, cycle_count)
    if obj is None:
        obj = bpy.data.objects.new(name, curve)
    else:
        obj.data = curve
    try:
        scn.objects.link(obj)
    except:
        pass

#

scn = bpy.context.scene
mission1(scn, 2, 12, 5)

Blender python API quick-start

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